All Is Dust

All Is Dust

Tribal Sorcery — Eldrazi

Each player sacrifices all colored permanents he or she controls.

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Trade

Have (4) CampbellStev , metalmagic , Forkbeard , Azdranax
Want (4) xSillBillx , kadabura , ZeroEntropy , Gaous

Printings View all

Set Rarity
Ultimate Masters (UMA) Rare
Modern Masters 2015 Edition (MM2) Rare
Rise of the Eldrazi (ROE) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

All Is Dust occurrence in decks from the last year

Modern:

All decks: 0.06%

Commander / EDH:

All decks: 0.04%

Red: 0.18%

Blue: 0.16%

All Is Dust Discussion

K1ngMars on [EDH] Eldrazis Floating over Battlefield

2 weeks ago

Another fellow Jhoira player, I see.

Feel free to take a look at my deck. Eldrazis are a good direction, but don't limit yourself to only those. There are plenty of high CMC spells that deserve a place in a deck like this. I also suggest to avoid Sunbird's Invocation , since spells cast with suspend or creatures put onto the battlefield with something like a Quicksilver Amulet don't trigger it (it is triggered only if you cast something from your hand).

Moreover, I suggest to not include MLD cards or extra turn spells. They are of course a sure way to win, but trust me: if your opponents know that you run those, they'll feel the urge to kill you before you get the chance to cast anything. More often than not, a single Ulamog, the Infinite Gyre and a All Is Dust are enough to win.

I also run quite a bit of instant speed interaction and I suspend at the end of my last opponent's turn (don't suspend in your main phase, unless you immediately take it out of exile in the same turn). This gives me 2 advantages: my opponents have one less turn rotation knowing what I suspended and also may think I have counterspells in my hand, so they play it slower. You should always bluff.


Drag from the Future

Commander / EDH K1ngMars

SCORE: 3 | 2 COMMENTS | 470 VIEWS | IN 1 FOLDER


psionictemplar on Nexus Tron

2 weeks ago

This feels like it would take quite a while to set up. Aside from that however, 4 mana karn loses a loyalty every time you run an extra turn cycle. Are you aware of that? My guess is that you can build a reasonable mana advantage in that time even if it runs through a karns loyalty. Maybe you could have a 2nd copy available by then with the extra draw steps.

Another concern i have would be the 8 green spells and only b 12 ways to get green mana. I am thinking a green/x talisman to not only have additional sources but to help ramp as well. . Finally I'm not sure how well this deck will handle the aggro matchups. A couple.more removal spells somewhere between the main or side might be very useful. All Is Dust would line up with the t3 tron plan perfectly.

Overall my personal changes would look like +3 Talisman of Unity + 2 All Is Dust and remove 1 Karn Liberated 2 Relic of Progenitus and 1 each on Sylvan Scrying and Oblivion Stone .

Savaaage on Marquis De Chainer, Sadism 101

4 weeks ago

Profet93

Thanks for checking out the deck and for the comments. I greatly appreciate it! I'll start from the top:

Imp's Mischief - The card is great without question and can be game winning in the right situation, however, I think it's a much better fit in a Xiahou Dun, the One-Eyed control deck, which can easily recur it every turn. As I have to rely on XHD being in the 99, the value of Imp's Mischief is lower for Chainer. I'll never tutor for it and end up having to draw into it. I've also had situations where it sat in my hand being unable to cast because people are casting non target sorceries/instants or taking non targetable extra turns XD. Another aspect is that the card became fairly infamous in my meta and people were aware of the tricks I could do with Imp's Mischief or Sudden Spoiling . When I was leaving 2-3 mana open it was fairly telegraphed. Over time I may add it back in as I love the tricky unexpected stuff in black (Imps, Sudden Spoiling, Darkness )

In regards to Grave Titan , the slot was contested by three cards. Originally I was running Sengir Autocrat , which in my opinion is superior to both Grave Titan and Wurmcoil Engine . I figured I needed some additional lifegain as I encountered some life issues in the previous game sessions. Wurmcoil Engine fits the similar niche as Grave Titan and with Nim Deathmantle Zombie clause, allows for Gravecrawler loops. Wurmcoil containing Lifelink was what made me choose it over Grave Titan. With Mikaeus, the Unhallowed and Ashnod's Altar , we could make infinite deathtouch or lifelink tokens + infinite mana. I've spent most of the day today thinking about this slot and ultimately I think I'm going back to Sengir Autocrat . It has better synergy with Skullclamp and Razaketh, the Foulblooded AND most importantly breaks parity on Chainer/Altars/Aristocrats/ETC. We end up netting and 1 life as opposed to Grave Titan or Wurmcoil Engine .

About Artifact/Enchantment hate: I chose Oblivion Stone over Nevinyrral's Disk due to how many mana doubling cards I'm running. This allows me to play and active O-stone on the same turn, which is less telegraphed than NDisk. Also it doesn't suffer requiring to untap+survive a turn on a table to use, which makes it superior in my eyes. If I had to add another card it would be All Is Dust most likely cutting Sheoldred, Whispering One . Time will tell if this is required but at this state I'm unsure yet. In a dreamland we can 'theoretically' deal all perms with Mikaeus, the Unhallowed + Meteor Golem + Ashnod's Altar + Nim Deathmantle .

Necropotence is there :). I do like Syphon Mind but I'm running Night's Whisper + Sign in Blood as they're cheaper to use. I'd rather be developing/Controling board w/ 4cmc cards. Nights Whisper+Sign in Blood could be subbed for something else. I'll test em as is for now.

I'm agreeing with you on Font of Agonies the longer I have it in my deck. Anvil of Bogardan is a great suggestion.

The three lands that I removed could be detrimental but I'm not sure. I'll need to test it live, but I've been goldfishing for hours every day throughout the week. 30 lands seems fine with the recent minor rebuild.

Profet93 on Marquis De Chainer, Sadism 101

4 weeks ago

Savaaage

I agree with all of your recent edits except Imp's Mischief - It counters counterspells (although as you said yourself, blue isn't prevalent) redirect removal, redirect extra turn spells, etc... Very powerful versatile card. Yes it's a bit conditional, but the + side IMO far outweighs the negative.

No Grave Titan for nim deathmantle or just overall goodness?

Where is your artifact and enchantment hate, as without it, you are shit out of luck in certain matchups since you can't always rely on politics. The below isn't extensive but is meant to give you an idea of the better removal you have access to. What you choose is up to you.

EDIT: Just realized you have 0-Stone but as someone above commented, artifact hate stops it, so you might want to consider another option (as well, or to even replace it perhaps, dependent on how much artifact hate you face). Meteor golem is nice too, glad to see its in here.

I would love to see a list of combos the deck has. So far I see...

  1. Mike + Trike
  2. Basalt + Rings + Top
  3. Coffers + temple + rings (and swamps/urborg)
  4. Grave titan combo if you add it

No Necropotence ? I see very little draw, you maybe consider a Read the Bones or even a Syphon Mind

I know you just added it in but Font of Agonies seems weak, I would replace it with some more card draw or interaction. Perhaps an Infernal Darkness to Anvil of Bogardan to go with chains as another wincon? It also helps fuel your GY strategies and provides virtual card advantage.

Your land count seems low, even with all the ramp. Be sure to let us know how cutting the lands in your recent update has played out.

Profet93 on Dementia's Darkest Hour

4 weeks ago

Komodigy13

Where is your artifact and enchantment hate? Without, you will find yourself shit out of luck in many matchups as you can't always rely on politics. Yes you can use chainer to recur something to destroy them, but thats not always reliable and you want something more consistent.

Imp's Mischief - Redirects extra turns, removal, counter counterspells, all for the low price of 2 mana.

Xiahou Dun, the One-Eyed - Recursion in black that is recurrable with commander.

Infernal Darkness - Similar to contamination but without the need for creatures.

Necropotence - Do I really need to explain this one?

Phyrexian Arena - Slow and steady card draw

Syphon Mind - Even more card draw! Bonus if they discard a high CMC creature they can't cast but you can recur

Murderous Rider - Planeswalker removal

TypicalTimmy on Omnath #1 Artifacts/Enchantments/Flying Creatures Matters ...

4 weeks ago

If you want colorless removal, you have a few options.

Green has Deathtouch, so you can combo Thornbite Staff and Pathway Arrows . Equip both on to something with Deathtouch and tap the creature using Pathway Arrows to deal 1 damage and kill the target. Then, Thornbite Staff triggers and untaps the creature.

Since you're in mono-green, you can ramp into the Eldrazi with Annihilator.

There is also Destructor Dragon , who is rather unique for green, also Acidic Slime .


As for synergy, I'd say:

TypicalTimmy on Should Cyclonic Rift be Banned ...

1 month ago

GhostChieftain, well said.

I have a bigger gripe with All Is Dust , only because it obliterates E V E R Y T H I N G. Rift may return it to our hands, but at least we've still got it.

But even with Dust, it's like you just sigh and keep trucking.

No wrath is truly a problem. If you are worried about wraths, don't over-extend.

Azeworai on What Was Wrong with Battle ...

1 month ago

Let me redo that comment. 'Tis rather sloppy.

It was more so the fact that it felt as if a battle and not an exploration, as well as narrow decks in accordance to power level. Original Zendikar possessed aspects of peregrination, and the story was underlying as opposed to vociferous. Moreover, Battle for Zendikar had a far great amount of powerful cards in certain strategies as opposed to just ones that promote multiple deck archetypes.

Battle for Zendikar + Oath of the Gatewatch: Reality Smasher , Thought-Knot Seer , Ulamog, the Ceaseless Hunger , Gideon, Ally of Zendikar , Matter Reshaper , Eldrazi Displacer , Kalitas, Traitor of Ghet , Sphinx of the Final Word , Eldrazi Mimic , etcetera...

Zendikar + Rise of the Eldrazi + Worldwake: Bloodghast , Goblin Guide , Oracle of Mul Daya , Celestial Colonnade , Eye of Ugin , Eye of Ugin , Jace, the Mind Sculptor (heh.), Avenger of Zendikar , Stoneforge Mystic , All Is Dust , Eldrazi Temple , Coralhelm Commander , Eldrazi Temple , Khalni Hydra , Linvala, Keeper of Silence , Vengevine , all three eldrazi titans.

Whilst Zendikar block bolstered eldrazi decks, control archetypes, somewhat merfolk, equipment, mana ramp, aggro, and graveyard strategies, Battle for Zendikar only really saw Gideon, Ally of Zendikar , ramp, and eldrazi everywhere. Just see "Eldrazi Winter," one of the most perfidious times the game has ever seen in terms of uniformity across formats.

The power level of specific archetypes and the imminent story diminished the potential of the set somedeal, and people just found Zendikar more enjoyable.

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